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Everything posted by SeraphimKensai
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https://www.nexusmods.com/skyrimspecialedition/mods/18483
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No you open the nif file their horse uses in the esp file of their mod with nifskope (it's a program you need to download 3rd party to handle mesh files which are denoted as .nif). I would suggest looking at a few mesh/texturing tutorials as it doesn't sound like you have much to any experience modding and a tutorial might be better suited to give you step by step instructions.
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I'm going to take a wild guess on how the mod author did it and you will likely have to delete the flame node branches in nifskope.
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Delete the effect off the mesh files?
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Racemenu. You can adjust them as you want with sliders, or even add them to races that don't have pointed ears.
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God tier mage mods AND better bosses?
SeraphimKensai replied to Deleted59950496User's topic in Skyrim's Skyrim LE
Not sure if you're playing on LE/SE as a lot of people post here for both, but if on SE you could add my spell pack in my signature which is compatible with Ordinator and every other spell pack that I'm aware of. It adds 177 spells with a lot of varying effects, some weak and likely to not be used too often (like summoning charcoal and paper) to ones that can come in pretty handy like summoning three clones of yourself to help you out. -
SSE "Craftable" Mannequins, Anyone?
SeraphimKensai replied to mackface's topic in Skyrim's Mod Ideas
It's doable, but there might not be a lot of interest. You can boot up a custom player home in the CK that adds mannequins and see how they get them to work, and then use that knowledge on your own mod to make a summonable one. -
[LE] Help with custom spells
SeraphimKensai replied to Goculen's topic in Skyrim's Creation Kit and Modders
Identify the explosions in CK, make duplicates of them with a custom name. Do the same with the projectiles your using, and in the window for the custom projectiles add in your custom explosions. Reference your custom projectile on the magic effect and then those explosions should occur where the projectiles hit in the game. -
Rasikko is right, that's definitely a function to use, otherwise the spell version I'm building will disable the player's controls of themselves during the effect as well and a few other more asthetic functions based on what I'm aiming to do via flavor. I'm guessing I might have my next update complete as well probably within about 2 weeks.
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SSE "Craftable" Mannequins, Anyone?
SeraphimKensai replied to mackface's topic in Skyrim's Mod Ideas
Mannequins in this game are actually a race, and thus an NPC. That said, you'd more than likely have to summon them in with a custom script to make it so that it is persistent and also doesn't move. (Yeah its possible to make moving mannequins and they are kinda creepy.) -
It is possible, I've seen it done before and honestly I just started working on a scripted spell effect for it last night, so I should have something done for my 1.7 release later this month. That said, the dreamstride event you were technically in your own body fixed to first person, unable to attack, and given an imod to change the screen coloration for the effect.
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[LE] Changing atronachs spell lists?
SeraphimKensai replied to Myst42's topic in Skyrim's Creation Kit and Modders
Hey as long as its working that's what is important. -
I was planning on looking into this and it's on my workplan for my mod as there is a papyrus function to restore limbs/heads that I wanted to test out to see if it fixes that particular issue. That said I do not know if it will, but if it does I'll be making a spell to that effect down the road here relatively shortly.
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I have Light Beam, although it's destruction and novice ranked (but scales with your destruction level).
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I have something like this mind you it's for SSE called Talos' Divine Ward. It's a little different than exactly what you are suggesting, but it's pretty similar. The ward is a fire/forget ward that makes it so you don't have to hold down the spell, lasts 2 minutes. Where it gets different is that it adds an HP buffer to the caster allowing them to take more damage than what they'd normally be able to take, and it summons in a shield which is equipped on the caster's left hand that when you block with it adds a 2nd layer ward to you. Otherwise there's no multiple spell ranks, but the effect's magnitude if I recall correctly scale based on your restoration skill.
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[LE] Changing atronachs spell lists?
SeraphimKensai replied to Myst42's topic in Skyrim's Creation Kit and Modders
Not sure why they are having issues as I haven't tried it myself, but what about a script that has the NPC fire the spell you want based on scripted scenarios like the atronach being in combat. -
What are the Mods used in this photo?
SeraphimKensai replied to Bradkun's topic in Skyrim's Skyrim LE
Contact R246, they are still active, and ask the person who released the mod, as they will more likely know than people randomly guessing. -
SSE Beginners example not working?
SeraphimKensai replied to JediStudley's topic in Skyrim's Creation Kit and Modders
Post the script code here. Also the script compiled and you saved it? Sometimes adding a script to an effect, item, or quest it doesn't stick onto what you're adding tye script to so once the script is made, compiled, and saved, you'll have to reopen the record to ensure the script is there. Also then double click on it in the event the script has properties and be sure to fill them (if any) in. -
SSE Need help modifying a spell
SeraphimKensai replied to Hildabrand's topic in Skyrim's Creation Kit and Modders
Glad it worked out for you. Take it easy and happy New Years. -
SSE Need help modifying a spell
SeraphimKensai replied to Hildabrand's topic in Skyrim's Creation Kit and Modders
Conditions can be in 3 possible locations. The spell, the effect, or a script. 90% of all your conditions will be on either the spell or the effect. However you say you're trying to adapt someone else's work, so they might have something built on the script level, it's rarer, but useful for more advanced effects. For the "this target is too strong"... type stuff pump up your effect's magnitude and see if that has any difference, otherwise once again there could be something quasi hardcoding the effect's limits within the actual script as well. -
For the archery aspect there's already a lesser known quest giver in the game that does what your talking about, so it's something that is likely doable. It would just require someone talented in building those scenes and quests to get it done.
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[LE] Looking for a way to modify global magic
SeraphimKensai replied to Myst42's topic in Skyrim's Creation Kit and Modders
I want to make sure I understand what you are saying correctly... You apply an effect that adds an ability that checks for keywords for other subsequent spells? If that's the case have you checked the tutorial on creation kit.com for dynamically attaching scripts to actors? -
LE Simple wooden magic staff - Request
SeraphimKensai replied to MrInkognito850's topic in Skyrim's Mod Ideas
In campfire you can craft a wooden walking stick. It technically occupies a shield slot, but looks just like a mundane wooden stick.